iRFNA
06-11-2013, 12:12 PM
Ok, so it seems P99 has a rule where you have to either outdamage your pet 50% or make it go away before you kill something. I don't remember that on classic (it was do at least one damage or lose 75% xp correct?), but whatever.
So looking at pet summon mana cost vs charm, charm is exactly half cost until later levels then they are roughly equivalent cost. Of course, pets become less powerful relative to mobs as the levels rise as well. So, I was wondering about a few comparisons.
Mana usage per fight vs regeneration rate.
The base mana regen rate is 1 mana per tick, and meditation gives ~0.4 mana per tick per level of your character (assuming each level nets 5 points in meditation). So when breeze comes around at level 16, mana regen while medding is already ~7.4 basically giving an enchanter, at worst, 25% more mana to work with. With clarity that gets upped to about 30% more mana to work with. Less time spent medding sways things further into the enchanter's favor, relatively.
So the question is, with charming and tossing in a buff/debuff along with probably a root, along with the stuns involved and such, how much mana gets dropped in a typical fight by an enchanter? How many fights will a charm typically last? And how many times must a mage diligently resummon his suicide elemental, although obviously it must be at least once per fight? It certainly varies per level, but let's say lv 30 vs lv 50, how do the two typically play out?
Component costs.
Mages get to blow 5 sp per summon, but to survive I'm assuming enchanters need a fair amount of rune refreshes at a much steeper cost per. My feel of this is that the costs are probably in the same order of magnitude, but is that true? Mages also have their phantom whatever line but I'm guessing pets cost waaay more than it would.
So looking at pet summon mana cost vs charm, charm is exactly half cost until later levels then they are roughly equivalent cost. Of course, pets become less powerful relative to mobs as the levels rise as well. So, I was wondering about a few comparisons.
Mana usage per fight vs regeneration rate.
The base mana regen rate is 1 mana per tick, and meditation gives ~0.4 mana per tick per level of your character (assuming each level nets 5 points in meditation). So when breeze comes around at level 16, mana regen while medding is already ~7.4 basically giving an enchanter, at worst, 25% more mana to work with. With clarity that gets upped to about 30% more mana to work with. Less time spent medding sways things further into the enchanter's favor, relatively.
So the question is, with charming and tossing in a buff/debuff along with probably a root, along with the stuns involved and such, how much mana gets dropped in a typical fight by an enchanter? How many fights will a charm typically last? And how many times must a mage diligently resummon his suicide elemental, although obviously it must be at least once per fight? It certainly varies per level, but let's say lv 30 vs lv 50, how do the two typically play out?
Component costs.
Mages get to blow 5 sp per summon, but to survive I'm assuming enchanters need a fair amount of rune refreshes at a much steeper cost per. My feel of this is that the costs are probably in the same order of magnitude, but is that true? Mages also have their phantom whatever line but I'm guessing pets cost waaay more than it would.